Yeah, I thought that might've been the problem, however converting the ent_move to c_move on the witch and stake(the weapon) still didn't seem to work, even after putting the "my.polygon = on" on both the witch and stake code. It's as if there's still a bounding box around it.
Here's some more detail on the flying stake; as it's flying, it tilts downward to reflect its falling and flying velocity(I don't think that's the root of the problem since throwing the stake along the side of the witch still outlines the "bounding box" phenomenae.) and the pan is set by the player's pan(my.pan = player.pan) upon its initialization. I could provide some code but I couldn't help but feel that I'd swamp this thread with it: It's quite alot!(Or at least methinks.
-) If you'd like a look, please tell what part would help and I could post it.
I'm now testing out the code with a simplified "dummy" coding, a "dummy enemy" of sorts, which still has the c_move and my.polygon = on going on so it's easier to see what's going on.